Move Generic Hovered functionality to InteractiveWidget class
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4c795a3a27
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71889f9578
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@ -95,21 +95,3 @@ void UMainMenuUIWidget::QuitButtonOnClicked()
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// For some reason the generic version does not work the same as FWindowsPlatformMisc
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FWindowsPlatformMisc::RequestExit(false);
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}
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void UMainMenuUIWidget::PlayHoveredSound()
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{
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if (ButtonHoveredSound)
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{
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UGameplayStatics::PlaySound2D(GetWorld(), ButtonHoveredSound);
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}
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}
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void UMainMenuUIWidget::SetTextBlockHovered(UTextBlock* TextBlock)
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{
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TextBlock->SetColorAndOpacity(FSlateColor(ButtonHoveredTextColor));
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}
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void UMainMenuUIWidget::SetTextBlockUnhovered(UTextBlock* TextBlock)
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{
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TextBlock->SetColorAndOpacity(FSlateColor(ButtonUnhoveredTextColor));
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}
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@ -54,15 +54,6 @@ public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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TSoftObjectPtr<UWorld> NewGameLevel;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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USoundBase* ButtonHoveredSound;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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FLinearColor ButtonHoveredTextColor = {0, 1, 0, 1};
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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FLinearColor ButtonUnhoveredTextColor = {1, 1, 1, 1};
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private:
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UUserWidget* currentNewGameWidget;
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@ -86,15 +77,6 @@ private:
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UFUNCTION()
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void QuitButtonOnClicked();
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UFUNCTION()
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void PlayHoveredSound();
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UFUNCTION()
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void SetTextBlockHovered(UTextBlock* TextBlock);
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UFUNCTION()
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void SetTextBlockUnhovered(UTextBlock* TextBlock);
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UFUNCTION()
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void NewGameTextBlockHoveredDelegate() { SetTextBlockHovered(NewGameTextBlock); }
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@ -200,11 +200,3 @@ void UOptionsUIWidget::OnDynamicResolutionCheckboxChanged(bool bIsChecked)
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GEngine->GameUserSettings->ApplySettings(true);
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this->PlayHoveredSound();
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}
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void UOptionsUIWidget::PlayHoveredSound()
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{
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if (ButtonHoveredSound)
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{
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UGameplayStatics::PlaySound2D(GetWorld(), ButtonHoveredSound);
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}
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}
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@ -46,9 +46,6 @@ public:
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UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
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UButton* ResetToDefaultsButton;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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USoundBase* ButtonHoveredSound;
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private:
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UUserWidget* PreviousScreen;
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@ -83,7 +80,4 @@ private:
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UFUNCTION()
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void OnDynamicResolutionCheckboxChanged(bool bIsChecked);
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UFUNCTION()
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void PlayHoveredSound();
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};
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@ -92,11 +92,3 @@ void UPauseUIWidget::ExitGameButtonOnClicked()
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// For some reason the generic version does not work the same as FWindowsPlatformMisc
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FWindowsPlatformMisc::RequestExit(false);
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}
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void UPauseUIWidget::PlayHoveredSound()
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{
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if (ButtonHoveredSound)
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{
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UGameplayStatics::PlaySound2D(GetWorld(), ButtonHoveredSound);
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}
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}
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@ -36,9 +36,6 @@ public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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TSubclassOf<class UUserWidget> OptionsMenuWidget;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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USoundBase* ButtonHoveredSound;
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private:
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UOptionsUIWidget* currentOptionsMenuWidget;
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@ -60,7 +57,4 @@ private:
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UFUNCTION()
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void ExitGameButtonOnClicked();
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UFUNCTION()
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void PlayHoveredSound();
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};
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@ -3,3 +3,22 @@
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#include "../UI/NakatomiInteractiveWidget.h"
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#include "Kismet/GameplayStatics.h"
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void UNakatomiInteractiveWidget::PlayHoveredSound()
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{
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if (ButtonHoveredSound)
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{
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UGameplayStatics::PlaySound2D(GetWorld(), ButtonHoveredSound);
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}
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}
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void UNakatomiInteractiveWidget::SetTextBlockHovered(UTextBlock* TextBlock)
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{
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TextBlock->SetColorAndOpacity(FSlateColor(ButtonHoveredTextColor));
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}
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void UNakatomiInteractiveWidget::SetTextBlockUnhovered(UTextBlock* TextBlock)
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{
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TextBlock->SetColorAndOpacity(FSlateColor(ButtonUnhoveredTextColor));
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}
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@ -4,6 +4,7 @@
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#include "CoreMinimal.h"
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#include "Blueprint/UserWidget.h"
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#include "Components/TextBlock.h"
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#include "NakatomiInteractiveWidget.generated.h"
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/**
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@ -13,5 +14,26 @@ UCLASS()
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class NAKATOMI_API UNakatomiInteractiveWidget : public UUserWidget
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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USoundBase* ButtonHoveredSound;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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FLinearColor ButtonHoveredTextColor = {0, 1, 0, 1};
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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FLinearColor ButtonUnhoveredTextColor = {1, 1, 1, 1};
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protected:
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UFUNCTION()
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void PlayHoveredSound();
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UFUNCTION()
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void SetTextBlockHovered(UTextBlock* TextBlock);
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UFUNCTION()
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void SetTextBlockUnhovered(UTextBlock* TextBlock);
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};
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